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LAGOTH ZANTA
Temple of Narn
First I have to head over to the Temple of Narn, which is a little south and east of Corinth. Once inside, I have Mordred approach the altar with all seven Wand Segments. He gets two distinct benefits.
One is that he obtains the Destiny Knight status. That means he will be immune to Stoning and Critical Hits. Also, any physical attacks against him will inflict damage as usual, but reducing him to 0 Hit Points by itself won't be enough to kill him. Physical attacks after he reaches 0 Hit Points will now only take away a few Spell Points away from him at a time. He can only be killed after after running out of both Hit Points and Spell Points. I therefore adjust my order so that he occupies the fourth slot, allowing Cassandra and Gallard to do their thing from the back ranks.
The other benefit is that he obtains The Scepter as an off-hand item. I take it to Roscoe's at 4N 0E on the map of Corinth to identify its powers. It provides a 12 point bonus To Hit. It also provides the Destiny Strike, the ability to inflict damage comparable to Mangar's Mind Mallet on a single group of monsters at any range, and without limit.
*NOTE* Both the Destiny Knight status and The Scepter will be available to Mordred ONLY for what's left of the second game. Both will be gone once the third game starts.
I next head over to Garth's at 12N 14E. I have Gallard replace his Spirithelm and Luckshield with a Diamond Helm and Diamond Shield as a matter of transition. My intention during the third game is to have him in the fourth slot as a hybrid front-line tank and long-range sniper. Two reasons will justify that transition. One, there will be certain items during the third game that more or less allow a Hunter's AC to keep up with other classes. Second, my plan for Cassandra is to put her back into the back-ranks from where she can use certain magical items without limit that are available for Rogues in the third game.
I also have Gallard temporarily switch out his Sword of Zar for the Aram's Knife, but only for the last battle. Now I leave Colosse.
Lagoth Zanta
I head over to the Sage's Hut. The Sage has been Lagoth Zanta all along, and now attacks me along with two groups of Baldr Guards. The Guards can cause massive damage on multiple party members with their breath attacks, and can cause Critical Hits with their physical attacks.
The party's AC (aided by Ariel's Traveller's Tune) and their saving throws should be good enough to avoid any real danger, but I still don't take things for granted.
Lord Stygar and Zarathos use physical attacks all the way through. Ariel leads off with Lucklaran and Seeker's Ballad before joining the other two with physical attacks. Cassandra uses Hide and sneak attacks from the back ranks.
Gallard uses the Aram's Knife to take out Lagoth Zanta right away before he can do anything. He thereafter uses it to take out a single Guard round after around.
Not that it's truly necessary, but I have Mordred avoid using any Spell Points by having him always use The Scepter every round on the group of Guards not being attacked by the front-line characters.
Talia uses the Dreamspell every round. It's only a matter of time before I wear the Guards down. The King of the realm arrives to congratulate me on my victory.
I find myself back at the Adventurer's Guild in Tangramayne. I have Gallard switch back to his Sword of Zar now that I'm done with Aram's Knife.
Some of my party members have gotten enough xp to advance another level. But I prefer to leave that for the third game, when they can get attribute raises for their level-ups.
Time to transfer and begin the third game.